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If you’re looking for some boardgaming fun while on the go, there has been a version of Ticket to Ride available for the iPad for awhile which has received good reviews (for $6.99).
There is also a Ticket to Ride Pocket version for iPhone and iPod Touch – for the low price of $0.99!
iPad
The version of Ticket to Ride for the iPad includes:
– online multiplayer for up to 4 players
– AI players
– US map
– Europe map (extra $0.99)
– Switzerland map (extra $0.99)
– local pass-n-play mode (required an update from original version)
iPhone / iPod Touch
The version of Ticket to ride for iPhone and iPod Touch (Ticket to Ride Pocket) includes:
– AI players
– US map (only map available)
– local pass-n-play
– multiplayer over local WiFi or Bluetooth (not full online multiplayer)
Ticket to Ride Pocket is a slimmed down version of the iPad release, but is still fun (and quick!) to play, and definitely worth the $0.99 cost to own!
Take the short paths. Start grabbing up all the 1 and 2 spot tracks right at the beginning of the game. This will make your opponents have a harder time completing their tickets, but also might open you up to finish some random tickets later.
Don’t even worry about your tickets until a few rounds in. Use the scattered placement of your trains to your advantage while limiting your opponents.
When playing with the youngest Engineer, we allow tokens (from another game) to be used as markers so that they can see the cities they need to join up. It is, of course, polite for the other players to pretend they do not see their strategy!
Try to use your trains efficiently, combining multiple routes into one long train. Excepting the black-green trail along the bottom (great for points but highly contested) try to cut across the middle of the map at some point and try to connect the coasts (California to Florida or California to Maine). That will make it so much easier to expand out to cover later tickets with minimum expenditure.
Sometimes the rule of most experienced traveler is boring. Try mixing it up with these alternatives:
Least experienced Traveler.
Most/Least places traveled on the board.
Spin a locomotive. (Take a locomotive card and spin it on the tabletop and whoever it’s traveling towards starts)
Most trips on a train.
Longest train (plane or automoble) trip.
Don’t let the base rule of most experienced traveler limit you.
I generally try to go for all the connections that have 6 trains to complete. This will give you 15 points everytime. This is a lot more points then trying to worry about completing smaller destination routes worth less than 10 points. Couple this with one of the east coast to west coast destination cards, and most of the time you will find yourself ahead of the pack.
Don’t always take the shortest path to your destination. For example, consider stopping by Seattle on your way from LA to New York. You’ll build longer segments for more points per train car, and you’ll travel through more cities, making future destination cards easier to complete. Plus you’re more likely to end up with the “longest train” bonus.
After having played Europe but not the 1910 expansion, it is possible to take the tunnel rule from Europe and use it in TTR USA.
For routes through the Rockies (east/west), distances of 3-4 need two locomotives, 5-6 cards need 3 locamotives. Then follow the draw three from the pile for any extra cost. This makes it a little more difficult to pass to the west coast from the midwest.
Edit to Add
For those of you who have not played TTR Europe, what this means is that you need a specific amount of locomotive cards to complete a route. For example the 5 orange route from Salt Lake City to San Francisco under the house rules you would need 2 orange cards and 3 locomotives to begin to complete the route. You would then flip over the top three cards from the draw pile and would pay either one orange or locomotive for each orange or locomotive drawn from the top, maximum of 3. If you cannot pay the three drawn cards are discarded and your cards return to your hand. This ends your turn. The amount of locomotives can change for your own house rules
We like to add those extra replacement trains to the game. This makes the game last a bit longer, and also gives more opportunity to get lots of points!
By adding the trains, each player will have 48 instead of 45.
The base game has a rule wherein when there’s three Wilds (Locomotives) in the 5-Draw, they must be shuffled back into the Blind Deck. Now, I’m not that great at shuffling, and I feel bad making the one good shuffler in our group shuffle that big ol’ pile of cards. It slows down the game and is just a whole lot of effort. So we instituted a house rule to keep the flow of the game going.
When three Wilds appear in the 5-Draw Pile, the next player MUST take one of them. I like this because depending on what that player planned to do during their turn, it could either benefit or frustrate them. It can give other players another chance to take control of a route they needed too.
I recommend starting with the U.S. game, as the board is much less confusing and disorienting (unless you are a geography wiz or a European gamer). Sorry to sound stupid, but the Europe map does level up the complexity of the game.
There are a few key places where you can put some blocks for one or two trains! Places like Nashville to Atlanta or Houston to New Orleans! Only do this if you’ve planned your route out well with enough trains left over.
I find it best when I pick the two longest routes I can at the start of the game(Usually, East to West) then I pick one at a time afterwards and try to get them as offshoots of my main tracks.
Doesn’t always win me the game but I never do bad on points.
When you are trying to find that elusive colored card, or are just waiting to fill a grey route, don’t be afraid to pick cards from the top of the deck. Often new players will settle for those cards that are face up, because they don’t want to pick up a card they can’t use at all, but drawing from the face down deck can be helpful. It is the best way to get Locomotives, for one thing. And that locomotive you draw is always going to be the right color, even if you save it. Statistically, locomotives are the most common cards that can be drawn, so you have a good chance to drawing something useful. This is much better than trying to wait until that color appears face-up. And besides, you never know what you will turn up…
At the beginning of the game each player takes 5 route cards, selects 3 and passes them on to the player on their left. The unused cards go back to the route pack. Players start with the 3 cards they received in the process.
Grab as many card as possible that have the same route and then try to complete those routes quickly while hoarding cards. Build the routes as long as possible and as many long routes as possible! Focus on your game, make decisions that help you win, do not make moves to jam other players up as it does not usually put you in a better place to win!
or
If you don’t care about winning and love annoying people just spend your time cutting them off!
A Lot of people complain about the lack of a hand limit in TTR. Many suggest a limit, but I can’t find a consensus among these suggestions. My solution is to roll a d6 and add that number to the longest route size. This creates a different hand limt each time and can drastically change the game play each game.
The first few turns are usually just drawing cards anyway, so we deal each player 5 cards to begin with. The game gets going a little quicker and we don’t have to wait all that time between turns.
I try to only pick two destinations to start then get another two during the game. It has to be approached fairly quickly to ensure a chance of completing the routes. I find that focusing on two close routes then getting two more gives me a chance to react to the board conditions better.
Tickets are the key. Building a solid initial route, with a branch or two, makes drawing tickets like drawing instant points. Pair this with “Cynical Grabs” (by Fez) and you have a very strong position.